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Occupancy SOV: Players as the content.‏

Author
Kerrec Snowmane
Center for Advanced Studies
Gallente Federation
#21 - 2014-09-26 16:45:57 UTC
Komi Toran wrote:
It's not that far-fetched. It does mean that null-sec alliances will be more selective about members, as those who repeatedly lose ships become threats; that's also not a good thing.


It's a very good thing! And it's exactly what EVE is all about. Those "rejects" are going to band together, work together, get up to speed and when they're ready to earn their little bit of SOV, they're going to have a big grudge.

More conflicts is what is needed! Otherwise we have huge corporations and alliances that are all blued up and there is no content.

Komi Toran wrote:
Plus, consider who has the most reliable access to these "somethings." What is to stop an alliance from stockpiling their own "somethings" and then, when there are enough "somethings" in enemy hands, use those to switch sov to another, blue entity? Alliance hopping the station could make it effectively invulnerable.


Awesome. AWOXing is a thing in EVE. Safari's are a thing. Spies are a thing. Sounds like emergent gameplay to me.


Komi Toran wrote:
Kerrec Snowmane wrote:
If you mean docking up to not lose ships, I did predict that possibility and already proposed a solution.

Re-problemitized with afk cloakers.


No. I specifically outlined that a player has to be in space and vulnerable. So not behind POS shields and not cloaked.

Kerrec Snowmane
Center for Advanced Studies
Gallente Federation
#22 - 2014-09-26 16:48:10 UTC
Alvatore DiMarco wrote:
Adding NPCs to EVE is one thing. Making them a way to bypass player interaction is quite another. If your system relies on farming NPCs to fix a problem that it creates (namely people becoming even more risk-averse) then something is very wrong.


If people are too risk averse to get out of their stations and participate in SOV warfare, then the NPC's will allow their opponents to forcibly kick them out of that station where they will HAVE TO participate in SOV warfare. Sounds like a good fix to me. Don't want to PVP, don't own SOV.
Komi Toran
Perkone
Caldari State
#23 - 2014-09-26 16:58:18 UTC
Kerrec Snowmane wrote:
It's a very good thing! And it's exactly what EVE is all about. Those "rejects" are going to band together, work together, get up to speed and when they're ready to earn their little bit of SOV, they're going to have a big grudge.

And they're going to suck at it. What you're actually doing is excluding them from null. The people who have their act together are not going to be threatened by a group of lemmings.
Kerrec Snowmane wrote:
More conflicts is what is needed! Otherwise we have huge corporations and alliances that are all blued up and there is no content.

Yes, and your system doesn't promote more conflict. Right now, the sov system encourages defenders (timers) and discourages attackers (grinding). Your proposed system encourages attackers and discourages defenders. We need a system that encourages both attacker and defender.
Kerrec Snowmane wrote:
Awesome. AWOXing is a thing in EVE. Safari's are a thing. Spies are a thing. Sounds like emergent gameplay to me.

You are completely missing the point, as this isn't AWOXing, Safaring, or Spying. This is subverting your mechanic to generate the exact opposite outcome that you supposedly want. Again, alliances with experience will be impossible to root out, and new entities will never break in.
Komi Toran wrote:
No. I specifically outlined that a player has to be in space and vulnerable. So not behind POS shields and not cloaked.

If you are cloaked, you're still vulnerable as you can be decloaked. But fine. Safe spotted with ECCM; un-probe-able fit. Same outcome.
Kerrec Snowmane
Center for Advanced Studies
Gallente Federation
#24 - 2014-09-26 17:50:02 UTC
Komi Toran wrote:
And they're going to suck at it. What you're actually doing is excluding them from null. The people who have their act together are not going to be threatened by a group of lemmings.


Sounds like normal progression to me. Spend more time in Low-Sec where stations are open to all while you get your sh!t together, then make your move to Null? You can base out of Low-Sec and make frequent roams into Null until you get enough "somethings" to contest a station. You have nothing to lose and everything to gain. Until you get that station, then you have to defend it. I don't see what's wrong with this.

What happened to HTFU? Why are you trying to protect lemmings? Why do they have to be catered to in Null, when there is Hi-Sec and Low-Sec?

Komi Toran wrote:
Yes, and your system doesn't promote more conflict. Right now, the sov system encourages defenders (timers) and discourages attackers (grinding). Your proposed system encourages attackers and discourages defenders. We need a system that encourages both attacker and defender.


Provide a big disincentive to lose a station (besides losing the station itself) and it will encourage defenders to defend. Why I suggested having all station content be lootable after conquest. If that's too much "risk", then live in Low-Sec?

Komi Toran wrote:
You are completely missing the point, as this isn't AWOXing, Safaring, or Spying. This is subverting your mechanic to generate the exact opposite outcome that you supposedly want. Again, alliances with experience will be impossible to root out, and new entities will never break in.


I think you're not looking at the big picture. A small entity can farm a large entity for months or years and once they decide that they do want SOV and all that it implies, then they take their "somethings" and go hack the station. A big entity could lose everything in that station on top of losing SOV to that small entity. That is a situation that is near impossible with today's mechanics.

That being said, do YOU have suggestions? What is your goal? To keep the status quo? To slam all suggestions in order to promote your suggestion as the best of bad choices? Take the concept of shooting players to grind SOV. How would you implement it?

Komi Toran wrote:
If you are cloaked, you're still vulnerable as you can be decloaked. But fine. Safe spotted with ECCM; un-probe-able fit. Same outcome.


1) A cloaked ship in a safe is not vulnerable short of a cosmic bad luck roll. The odds are so great as to be effectively ZERO. So I am confident in excluding them.
2) there is no longer any such thing as un-probe-able. Any ship not cloaked can be found if effort is put into it.
3) The quantity of the NPC's that would drop "somethings" in a given system is up to debate. It would be adjusted in order to be balanced so that it's not easy to just place alts to game the concept. Not the greatest solution, I would much rather not rely on NPC's at all. Do you have any alternate solutions?
Komi Toran
Perkone
Caldari State
#25 - 2014-09-26 18:21:08 UTC
Kerrec Snowmane wrote:
What happened to HTFU? Why are you trying to protect lemmings? Why do they have to be catered to in Null, when there is Hi-Sec and Low-Sec?

What is your purpose? Do you want the Null sec population limited further, or do you want it expanded? Personally, I want more people in Null sec; there's a lot of empty space. That's why I don't like your idea.
Kerrec Snowmane wrote:
Provide a big disincentive to lose a station (besides losing the station itself) and it will encourage defenders to defend. Why I suggested having all station content be lootable after conquest. If that's too much "risk", then live in Low-Sec?

Again, you fail to understand. In your system, you "defend" your station by not losing ships. In other words, you discourage the defenders from creating content. *This* *Is* *Bad*

Your suggestion for station content being lootable is also terrible, as terrible as CCP's idea of station loot spew after destruction, but that's an essay on its own.
Kerrec Snowmane wrote:
I think you're not looking at the big picture. A small entity can farm a large entity for months or years and once they decide that they do want SOV and all that it implies, then they take their "somethings" and go hack the station.

Not happening, as the station was alliance hopped a month ago. All those "somethings" are now useless. But the big blocks thank you for making their stations unassailable.

Or are you saying that these "somethings" continue to be useful even after a station has switched? Well, now present alliances will have the easiest time in retaking their systems.
Kerrec Snowmane wrote:
That being said, do YOU have suggestions? What is your goal? To keep the status quo? To slam all suggestions in order to promote your suggestion as the best of bad choices?

Take the concept of shooting players to grind SOV. How would you implement it?

You got me; I've been running down your idea to promote my own idea, which I haven't even presented and no one knows about. It was a brilliant plan, was it not?

I wouldn't implement it, as it's a bad concept.
Kerrec Snowmane wrote:

2) there is no longer any such thing as un-probe-able. Any ship not cloaked can be found if effort is put into it.
3) The quantity of the NPC's that would drop "somethings" in a given system is up to debate. It would be adjusted in order to be balanced so that it's not easy to just place alts to game the concept.

That is interesting, as my understanding is just need a sensor strength 1.08x your sig radius, which a cov-ops can accomplish with a single ECCM module. Do you have a source for this?

And if it's not easy to just place alts to game the concept, then gaming the system will also be necessary for those playing 'legitimately' to eliminate the NPCs. That's the nature of the beast.
Kerrec Snowmane
Center for Advanced Studies
Gallente Federation
#26 - 2014-09-26 18:53:12 UTC  |  Edited by: Kerrec Snowmane
Komi Toran wrote:
Again, you fail to understand. In your system, you "defend" your station by not losing ships. In other words, you discourage the defenders from creating content. *This* *Is* *Bad*


You force the issue. Don't defend, you lose your station. You go out and defend, and lose, you lose your station. So go out an win, because that's your only option if you want to own SOV.


Komi Toran wrote:
Not happening, as the station was alliance hopped a month ago. All those "somethings" are now useless. But the big blocks thank you for making their stations unassailable.


Yeah, that's a *good* reason to junk the concept. Because it would be impossible to find a way to make a game mechanic to penalize that kind of behavior. If the problem can be seen this early on, it can be tackled right away.

Komi Toran wrote:
You got me; I've been running down your idea to promote my own idea, which I haven't even presented and no one knows about. It was a brilliant plan, was it not?


Yeah, that wasn't meant to be taken literally. And you are making my point for me. Contribute something. Propose a fix to my broken concept. Propose your own concept.

Komi Toran wrote:
That is interesting, as my understanding is just need a sensor strength 1.08x your sig radius, which a cov-ops can accomplish with a single ECCM module. Do you have a source for this?


I can't quote you the actual patch that fixed it, because I don't care to google-fu that much. However I have read about it repeatedly and my lazy google-fu has found one such thread:

https://forums.eveonline.com/default.aspx?g=posts&t=30957

In short, there is a cap that will allow a maxed out prober to always be able to probe an uncloaked ship.


EDIT: The Unprobeable ship was fixed in the INCARNA expansion. You can see the patch notes at:

http://community.eveonline.com/news/patch-notes/patch-notes-for-incarna-1-1

Search for "scanning".
Komi Toran
Perkone
Caldari State
#27 - 2014-09-26 21:10:31 UTC
Kerrec Snowmane wrote:
You force the issue. Don't defend, you lose your station.

Don't defend from what? After all: "Do away with shooting POS's and introduce the same hacking concept as outlined above." Hacking's it, remember? If I deny you wrecks, I deny you the ability to hack, I deny you the ability to take my station.
Kerrec Snowmane wrote:
Yeah, that's a *good* reason to junk the concept. Because it would be impossible to find a way to make a game mechanic to penalize that kind of behavior. If the problem can be seen this early on, it can be tackled right away.

Then by all means, tackle it. I've found the fatal flaw in your proposal. I've also found the flaw in the obvious possible solution. This needs fixing now before it's even considered. So, fix it.
Kerrec Snowmane wrote:
Yeah, that wasn't meant to be taken literally. And you are making my point for me. Contribute something. Propose a fix to my broken concept. Propose your own concept.

Just because you have proposed an easily exploited system that will make the current mechanic worse, it does not mean that I have to propose anything else. The only measurement that matters is, is your idea better than the status quo? The attitude "Something must be done! This is something! It must be done!" has done far more damage than it ever fixed.
Kerrec Snowmane wrote:
In short, there is a cap that will allow a maxed out prober to always be able to probe an uncloaked ship.

Thank you. That is valuable information.
Bamboozlement
Caldari Provisions
Caldari State
#28 - 2014-09-26 22:18:39 UTC
I think CCP shouldn't change anything to sov grind, because I don't like the idea of people in nullsec having fun or a meaningful sov system.

I don't live in nullsec and I will probably never participate to sov grind by the way.

I think that having a non-tedious sov system is un-eve, the actual sov system is part of eve we can't change it, what's next world of warcraft raids ?

By the way Eve Online will die if we provide nullsec players with a good sov system.


If you don't want eve to die you have to agree with me.

I have a Ph.D

Kerrec Snowmane
Center for Advanced Studies
Gallente Federation
#29 - 2014-09-29 17:03:10 UTC
Komi Toran wrote:
Don't defend from what? After all: "Do away with shooting POS's and introduce the same hacking concept as outlined above." Hacking's it, remember? If I deny you wrecks, I deny you the ability to hack, I deny you the ability to take my station.


I'm starting to become convinced that you are trolling me. The whole reason we discussed "un-probe-able" ships is because I suggested a concept that does exactly what you just challenged me to do and you countered that with "to easy to exploit because ships can be un-probe-able".

Now that we established that there is no such thing as un-probe-able anymore, I will re-iterate the solution I have already suggested, so you don't have to go back and find it, because ~effort~.

Things to establish:

1) In order to conquer SOV (in my proposed system), you have to hack whatever establishes SOV in that system.
2) The strength of your hack is obtained from "things" you loot from enemy wrecks.

"The Komi Problem":

a) Players can dock up, log off, change corps, whatever to game the concept, denying the ability to loot the "things" that are needed to hack.

The Solution, Again:

There will always be a minimum amount of "targets" that can drop those "things". As long as players are not in game and vulnerable in space, the game will spawn NPC (a new smarter kind of NPC, see my original suggestion) that will have a % chance to drop these "things". Given a set number of "targets", these NPC's will spawn to make up the difference. Here's an example:

Given the completely arbitrary number, pulled out of the air which does not imply a final balanced solution, of 20:

- When there are 10 players in space that are vulnerable, then there will be 10 NPC's in the home system spawned.
- When there are zero players in space that are vulnerable, then there will be 20 NPC's in the home system spawned.
- When there are 15 players in space that are vulnerable, then there will be 5 NPC's in the home system, spawned.
- When there are 20 players in space that are vulnerable, then there will be zero NPC's in the home system, spawned.
- When there are 25 players in space that are vulnerable, then there will be zero NPC's in the home system, spawned.

What is vulnerable?

- The player must be:

1) Undocked and probe-able
2) Not behind a POS shield
3) not in Hi-Sec
4) any other condition that is required to make the solution solid.
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